Roleplaying Tips Weekly E-Zine Issue #309
Myth Crafting
Contents:
This Week's Tips Summarized
Myth Crafting
- Keep It Simple
- Two Approaches To Developing A Plot
- Establish A Conflict
- Gods Are NPCs Too
- Apply Your Traits To The Basic Story
- Establish Limits Early
- The Tips In Action: Writing A Story
Readers' Tips Summarized
- Speed Up Play With Spellbooks
From: Jason Lord
- Sci-Fi Names Resource
From: Michael Brown
- UseStones To Track Things
From: Mark Hoffman
- Use Sandtimers To Keep The Game Moving
From: Ted
- Creating Battlemaps In GIMP - Two Tutorials
From: Joachim de Ravenbel
- Document Routine Rituals
From: Chris J. Whitcomb
- Adventure Bookies Redux
From: Edward Shackcloth
Return to Contents
DUNGEON MASTER FOR DUMMIES - $19.35 + 5% cash back!
Sharpen your DM skills, practice storytelling, and get to
know your players.
Experts give you the full scoop on running and improving a
game, creating adventures, crafting plots, and building
campaigns, they even include some sample dungeons for
practice!
Discover how to:
- Use prepared adventures or create your own
- Host the game
- Manage ongoing games and campaigns
- Explore various types of adventures
- Create memorable villains
- Develop plots and story lines
DUNGEON MASTER FOR DUMMIES at RPG Shop
Return to Contents
A Brief Word From Johnn
USB Key Heaven
I bought a USB Key the other day. It gives me the same great
feeling as I had the first day always-on broadband Internet
was hooked up at home. That was science fiction come true.
Now, with my USB Key, I have my e-mail, personal files like
my writing stuff, and all my RPG stuff on one little device
that can go with me anywhere! It's awesome.
I have several portable apps installed on it as well, like
Firefox, Thunderbird, and MyInfo. This means my digital
info, which I use and need a lot, is always with me and
accessible. I don't have to install programs on other
computers anymore, or lose all my e-mail and browser
preferences and shortcuts each computer switch.
I don't think I'll opt-in for subdermal data chips when
they come out, but this USB Key is the next best thing!
Bottle Caps & D&D Minis?
I noticed recently that the standard medium-sized D&D minis
have round bases that fit perfectly within a beer bottle cap
(ahem). One of the challenges I'd like solved is three
dimensional representation when we use battlemats. We
currently put minis on a d6 to indicate they're airborne.
However, the d6 takes up the ground space on the battlemat,
so it's not optimal.
I'm wondering how I can use this most-amazing-discovery-
since-the-loofah to improve use of D&D minis? I thought of
gluing a dowel to the cap and you could just put the mini
inside the cap to get it up in the air. But, how do you
stabilize that?
Perhaps this item sets a record for the least valuable Brief
Word in e-zine history, but if you have any thoughts about
bottle caps and D&D minis, shoot 'em on over, would ya?
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
EXALTED: Books of Sorcery Vol.1: Wonders of the Lost Age
At the height of the First Age, miraculous achievements were
possible that are impossible in the fallen Age of Sorrows.
But now, the past readies to give up its secrets to the
returned Solar Exalted that they might remake Creation into
a place of wonder once again.
- The history of magitechnological development in Creation
- A plethora of First Age weapons, devices and vehicles
- Complete rules for warstriders
EXALTED: Books of Sorcery Vol.1: Wonders of the Lost Age at RPG Shop
Return to Contents
Myth Crafting
A guest article by Jason Pasero
Over the years, as a player and GM, I've struggled with the
elements of religion in my games. The fault for this is
likely my own fascination with myth and the types of
religions typically distributed with role-playing games.
Many focus on statistics, magical powers, and appearance, as
if the gods were another monster to be hunted down and
killed. Because GMs tend to like the format of monster
appearance and statistics, and because we've seen gods
explained this way so many times, we naturally mimic it.
Unfortunately, these are nothing more than sterile numbers,
antiseptic and without feeling. It is a strange set of
characteristics if we expect our campaign populations to
worship them fervently and faithfully in fear and love.
There is a better way to give your religion vibrant life and
compelling conflicts for your gods and game world. Don't
describe them. Instead, give them a myth story--a basic
five or six sentence story that creates conflict and
relationships among the gods, and adds a depth that churns
up emotional reactions of fanatical populations, not to
mention the PCs.
Here are a few myth story crafting tips to move religions
from mere idolatry to something filled with meaning:
Return to Contents
1. Keep It Simple
Myth stories are simple and direct. They carry little
artifice, no complicated language or lyricism, and few
complicated surprises. They have consistent, direct, and
understandable plots.
Myth stories facts were important to ancient cultures
because the common folk were expected to worship the gods,
yet paper was non-existent or scarce, and folk were often
uneducated and illiterate. Therefore, myth stories had to be
easily remembered.
There are only three "literary" demands on myths. They
required:
- A plot revolving around a central conflict
- The basic character traits of the main figures
- A setting
The tips in this article will not address setting. Since
it's assumed you are writing your own campaign world, or are
using a pre-crafted one, the setting is already finished.
Return to Contents
2. Two Approaches To Developing A Plot
1) Myth And Archetype, Selecting A Story Pattern
Myths are wonderful because they often follow similar design
patterns. One example, The Creation Story (Genesis), is
retold in cultures as ancient as the Sumerians and as modern
as our own. It goes a little something like this:
A mighty god, who lives in the heavens, crafts the world
from chaos or out of nothingness. After the world is
created he (usually a male) creates the animals, plants,
oceans, and the rest of nature. Next comes a single man. A
single woman is comes next, often made from parts of the
man's body.
Sometimes the creation is tasked out to helpers, sometimes
not. Sometimes the god has to work hard, sometimes it's
little more than a spoken word. The particulars of the
story vary from culture to culture, but the pattern is found
across the globe.
Using archetypes is an excellent way to borrow meaning from
myth and to ease your workload. Here is an incomplete list
of the patterns:
It's probably easiest to start with a creation story. It's
the most fundamental of all myth stories, and it's the best
documented out there, with tons of material on the Internet.
It will also demand you make some early decisions about your
pantheon, such as:
- The number of gods
- The lead god
- Your different sentient races
- The origin of the world and nature
A well-crafted creation story can also spin off into other
areas appropriate for a fantasy setting, such as the source
of magic and supernatural creatures.
2) The Myth Story As Explanation
If you don't want to use the archetype patterns, or just
want something different, remember what myths were:
descriptions of the world and explanations of human events.
Ancient people were fascinated with the mysteries and
wonders of the world (perhaps far more than we). They
revered the things they saw and found in nature, whether it
was the blooming of flowers or the quaking of the earth. Try
to rediscover that sense of awe in your own pantheon.
Here are a few questions to ask yourself while establishing
explanation as your plot source.
- To start with, try to think like a child.
- What fears do children have?
- What sorts of questions do they ask?
- What motivates a child's interest?
- What things in nature require explanation to a child?
- What emotional needs and reactions do children have?
- Next, look around in nature.
- What things are powerful or awesome (like tornadoes)?
- What things are sublime (like the industry of honey bees)?
- What sort of cycles do you see (like day/night)?
- What things seem hard to explain (like tides)?
- Finally, examine human thoughts and emotion.
- What are the emotions that cause the strongest reactions
(love, fear, anger)?
- What things do people fight and die for (justice,
freedom)?
- What virtues do we value (courage, honesty, honor)?
- What vices do we despise (selfishness, infidelity, greed)?
Keep a list of your answers. Once you've finished a run-
through, some should feel more compelling than others. Pick
the ones that get you most inspired and start generating a
myth story and/or god to explain your answers.
Return to Contents
3. Establish A Conflict
A good story demands tension or wonder to be memorable.
Once you've figured out the basic plot (such as god floods
the world or god creates the seasons) it's a good idea to
complicate matters to some degree. From a literary point of
view, conflict comes in a variety of flavors:
- God against other gods
- God against himself
- God against nature
- God against worshippers
It's best to start with obvious kinds of central conflict
suggested by your stories. God floods the world, for
example, is a solid god against worshipper type of story.
All you have to do then is supply the basic rationale. Why
did the god decide a flood was in order? Did the worshippers
deserve it, and if so, why?
Once you've started writing a few of these you'll probably
want to change your myth stories around a bit and get a
little messy with them. You and your players will eventually
want to see something less cliche, but to begin with,
keeping it simple is best.
Return to Contents
4. Gods Are NPCs Too
Creating a set of names, arbitrarily assigning a sphere of
influence, and slapping down a few descriptive words about
the god is no basis for a game religion. A good PC isn't
defined by the weather-beaten cloak he's wearing, or the
name of the sword at his hip, but by his actions in the
game. So is a god.
A god is much more than a monster. A god is an NPC, and
possibly your most important one, given his or her earth
striding importance. Treat them as such. Give your god
character flaws and personal motivations. Then make the
flaws and motivations bigger, and bigger still, to truly
Olympic proportions. These are gods, and they've got every
right to have big goals, big virtues, and bigger flaws.
Here are a short list of traits to consider; pick at least
three or four.
- Jealousy
- Lust
- Wrathfulness
- Greed
- Vengefulness
- Impatience
- Patience
- Laziness
- Anger
- Honesty
- Dishonesty
- Pride
- Humility
- Melancholia
- Mania
- Vanity
- Intelligence
- Stupidity
- Prankishness
- Seriousness
- Rebelliousness
- Rigidity
- Creativity
- Gluttonous
- Hypocrisy
- Stubborn
- Whimsical
- Perfectionism
- Compassion
- Apathy
- Driven
- Cowardice
- Courage
- Rashness
- Selfishness
- Selflessness
- Honor
- Dishonor
- Drunkenness
Return to Contents
5. Apply Your Traits To The Basic Story
Once you've selected a story from the list of archetypal
stories, or have decided on an explanation of something, put
your gods, with their traits, into the situation.
Ask yourself:
- How would this god act in this situation?
- What sorts of things will highlight the traits in their
best light?
- How do the god's flaws complicate the matter?
- How does the god overcome those complications?
- What sort of central conflict will challenge the god most?
- What would this god do to resolve the problem?
- What would other gods do to help?
- What would rivals or enemies think or do in the situation?
- How do the mortals fit into all of this?
It's also a good idea to ask what the god's name is here, if
you haven't already. Given your earlier traits, and the
demands placed on the god by the basic structure of the
story, you should now be able to start writing the rough
sketch of the story itself.
Return to Contents
6. Establish Limits Early
It is easy to get carried away with numbers and end up
working hard. Therefore, as you begin writing your pantheon,
establish a set of clear working limits. As an arbitrary
starting point, 12 deities is a good number as your top end
limit. Any more than 12 and you start putting too much load
on your story writing.
You'll also cheapen the gods in your pantheon the more of
them you include. The more you have, the weaker each
becomes. Six is a good starting number. As you write your
stories and discover a need for other gods or niche
elements, add a few more, but try to stay lower than twelve.
You must also limit the number of stories per god. Each god
should have at least two stories at the start, and you might
want to create as many as five. Three is probably a good
average.
Decide which gods are most influential and important. Those
gods will have the most stories told about them, so the
leader of your pantheon is likely to have five stories. The
average god will be the focus of around three.
I want to emphasize here that it's not a matter of working
harder or doing more. It's a matter of working on something
more meaningful. If you start with only six gods, you'll be
able to write more material focusing on each.
Return to Contents
7. The Tips In Action: Writing A Story
By way of example, let's create our main deity, the leader
of the gods. From section one, we choose several traits (I
picked these semi-randomly, trying to make them fit, but
also to present a challenge): incredible creativity and
intelligence, a rigid perfectionist, and thoroughly lazy.
Since this is the first god, we should use the Creation myth
as our archetype pattern. I find archetype patterns easier
to follow than brainstorming about nature and humanity, so
this example won't explore the tip applying traits to story.
Since he's supposed to be creating the world, his
perfectionism means he's going to plan and tinker for a good
long time. Not only that, but he's lazy, so maybe he starts
by crafting a servant or a bunch of servants to help him
create the world. They could be other gods, but why not make
them our first sentient race.
Let's say this is how the dwarves came into being. Dwarves,
renowned smiths and craftsmen, were created with those
abilities in mind to start with. They were also designed and
tailored to be perfect working machines, to compensate for
"our father's" laziness, and because his perfectionism
demands it.
I'm tired of calling him father, so let's christen him
Fesslin the Creator. Fesslin would work, when he felt like
it, in his palace, demanding the dwarves see him each day
for new tasks. Each day the dwarves would go and fulfill his
orders, sometimes with success, sometimes not.
Fesslin's creativity and intelligence led him to produce a
great many strange and varied creatures, which is why so
many weird beasts can be found in the world. When his world
was finished, he wanted worshippers to appreciate his
creation, as all creative artists love an audience, and so
he set about inventing the other sentient beings, starting
with his favorite (let's say elves, since, by stereotype,
they like art and are a more sublime sort of people).
In all likelihood Fesslin should get at least another story.
Since he's lazy, maybe he's the kind of god who sets things
in motion, then steps back to let it go as is. That might
let us limit him to just one more story, one that involves
the creation of other gods. However, such a figure would be
fun to include in at least a third, one that added a new
dimension to him. What that other story might be would
depend on what seemed important to add to him, maybe one
that explained how or why he aids his worshippers, given
he's too lazy to want to be bothered.
Return to Contents
BATTLE STATUS DICE: Sci-Fi Pack - $7.04 + 5% cash back!
Evil Minions Fantasy Battle Status Dice are a great tool to
keep track of events on the tabletop battlefield. Tired of
forgetting critical game effects in the heat of battle?
Tired of your opponent "forgetting"? The total solution for
basic game effects. Each pack comes with 9 six-sided dice
with various status effects printed on each surface:
Pinned, Shaken, Stunned, Broken, Weapon Destroyed, Immobile
BATTLE STATUS DICE: Sci-Fi Pack at RPG Shop
Readers' Tips Of The Week:
1. Speed Up Play With Spellbooks
From: Jason Lord
An easy way to deal with spellcasters' organization: have
the player start with an exercise book and fill in the
spells their character knows as they go, having 6 or so
pages per spell level.
The player can then jot down the spell name and a brief
description of each spell their PC knows as they learn it,
helping them to know the spell better as well as giving them
a quick reference system. Use small sticky notes as tabs out
the side to delineate where the spell levels start.
Return to Contents
2. Sci-Fi Names Resource
From: Michael Brown
Hi Johnn,
I've seen several tips about using baby name sites for
characters, but the names are typical Earth names. For
naming characters in science fiction or other exotic genres,
I use the Babyzone Baby Name Wizard:
Clicking one of the choices brings up a table of names
created by combining two or more names into one. There are
usually several good ones that can be used as is, tweaked,
or used as inspiration for others. Refreshing the browser
generates a new list.
Some examples:
Boys: Iravipur, Nyrildo, Onndami, Oldath, Falan, Husha,
Danndola, Kevial, Jomowi, Tirennu, Erlylen, Jamana, Lolamic,
Quthan. (I also like to use the boy names as surnames)
Girls: Heys, Lya, Koli, Viari, Alyl, Udraca, Yomia, Ustinde,
Ges, Sonenja, Beriani, Lianali, Renarin, Hishe, Ialind,
Urele, Donalisa.
Neutral/Unisex: Toyasewar, Lilera, Jukan, Erkar, Bunabela,
Olor, Dacesh, Zoramarn, Catanarte, Xeli, Vilig, Qudoleri,
Linabe, Zorin, Viel, Xanga, Nanjel, Eronin, Vinil, Favaroso,
Kisetiera, Guelali, Xare, Ardel, Zorinema.
You can come up with a large list of exotic-sounding names
with just a few minutes' work.
Return to Contents
3. Use Stones To Track Things
From: Mark Hoffman
Johnn,
I recently tried using gaming stones in my game to determine
spell duration, arrows, etc. It works great and the players
like it because, as they use up arrows or spell durations
count down, they take a stone away.
Return to Contents
4. Use Sandtimers To Keep The Game Moving
From: Ted
I keep 2 sand-glass timers--a 3 minute egg timer and a 30
second timer from some boxed game (like Boggle, or one of
those.) The 3 minute timer is for when party dithering seems
to be getting out of hand. I'll say "ok folks, 3 more
minutes," and flip the timer. (Sometimes, I'll just flip it
without saying anything. This often makes them nervous, as
they know that I've got something planned for what will
happen when the timer runs out.)
The 30 second timer is for folks who are habitually long to
make decisions in combat. When the sand runs out, you'd
better have made a decision and be executing it on the
battlemat, or you're automatically "delay"ed.
The slow-pokes don't like it the first time they get caught
but, overall, everyone seems to enjoy that the game moves
along. We make it clear that "it's not personal, we're just
playing the game." In a party of 6, that means everyone has
3 minutes to think about what they want to do next, look up
complicated rules, whisper to others not immediately in
combat, etc.
Return to Contents
5. Creating Battlemaps In GIMP - Two Tutorials
From: Joachim de Ravenbel
I recently downloaded The GIMP (The GNU Image Manipulation
Program) and it can yield what I name "cool" battlemaps.
Here are two tutorials I created that fellow DMs might find
useful:
GIMP is free and available for several operating systems:
www.gimp.org
Return to Contents
6. Document Routine Rituals
From: Chris J. Whitcomb
via the GMMastery Group
One GM I played with, on the first session before we got
into playing, sat everyone down and handed them a blank
sheet of paper. He told us to write down anything we
"always did" or any sort of routine rituals.
- Sharpening weapons
- Preparing spells
- Combat training, practice
- Reading, studying, research.
My character was a cleric of Egyptian pantheon, so one of
the things I put down was waking before dawn to "greet the
sky-rider"--spending half hour before dawn and half hour
after dawn meditating while the sun rose.
Other things that got mentioned: always looting the bodies,
dropping packs/extra gear before combat, and picking them up
afterwards.
Return to Contents
7. Adventure Bookies Redux
From: Edward Shackcloth
I got this idea from a past reader tip about adventure
bookies.
Ever started to find it increasingly hard to think of
realistic explanations for a good dungeon crawl? Here's a
neat adventure idea then.
A powerful somebody has started running a competition of sorts
in his magical dungeon, and he has sent out a challenge to
any would-be adventurers who would brave his domain. They
are told of fierce monsters, outlandish traps, puzzles, and
more that they will have to overcome; but the rewards are
amazing treasures and mountains of coin.
The Dungeon is a labyrinth made to test and challenge the
adventurers, fame seekers, and treasure hunters. The powerful
being makes use of powerful magic and plenty of tricks,
illusion, and other things to create different adventures
each time. Common folk pay to watch public scryings of the
heroes and bet on how they perform.
The heroes pay a fee to get in, but provided they succeed,
they gain far more. Money earned by the enterprise goes
towards desirable treasures to keep pulling in competitors
(and profit of course). It's like a magical video game, but
where the danger and the rewards are very real.
If you think this could fit into your campaign, then it
provides a great way of giving your players the classic,
simple, and fun dungeon crawl without having to weave
elaborate story lines.
How you use and present The Dungeon is up to you. Maybe it
is run by the King as entertainment and to find skilled
minions. Perhaps there are more sinister motives behind it
all. And there's nothing saying some good roleplaying can't
come out of this--what starts as a method to give
believable dungeon crawls can easily turn into an involved
plot line.
Return to Contents
Puerto Rico from Rio Grande Games - $29.95 + 5% cash back!
Prospector, captain, mayor, trader, settler, craftsman, or
builder? Which roles will you play in the new world? Will
you own the most prosperous plantations? Will you build the
most valuable buildings? You have but one goal: achieve the
greatest prosperity and highest respect! This is shown by
the player who earns the most victory points. He will win
the game!
Puerto Rico at RPG Shop